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Super Mario 64 DS

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This page is a translated version of the page Super Mario 64 DS and the translation is 12% complete.
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Ekran Tytułowy

Super Mario 64 DS

Znane także jako: Shényóu Mario DS / 神游马力欧 DS (CN)
Developer: Nintendo EAD
Wydawca: Nintendo
Platforma: Nintendo DS
Premiera w Japonii: 2 Grudzień, 2004
Premiera w USA: 21 Listopad, 2004
Premiera w Europie: 11 Marsz, 2005
Premiera w Australii: 24 Luty, 2005
Premiera w Korei: 26 Lipiec, 2007
Premiera w Chinach: 21 Czerwiec, 2007


AreasIcon.png Ta gra ma niewykorzystane lokacje.
DevTextIcon.png Ta gra ma ukryty tekst związany z produkcją gry.
EnemyIcon.png Ta gra ma niewykorzystanych przeciwników.
ObjectIcon.png Ta gra ma niewykorzystane obiekty.
ModelsIcon.png Ta gra ma niewykorzystane modele.
ItemsIcon.png Ta gra ma niewykorzystane przedmioty.
TextIcon.png Ta gra ma niewykorzystany tekst.
DebugIcon.png Ta gra posiada materiał debugujący.
LevelSelectIcon.png Ta gra ma ukryty wybór poziomów.
RegionIcon.png Ta gra ma różnice regionalne.
Carts.png Ta gra ma różnice rewizji.


Super Mario 64 DS jest remakiem gry na Nintendo 64 pod tym samym tytułem na konsolę DS, bardzo znany za dodanie minigier, nowych grywalnych postaci, i ulepszonej grafiki.


Hmmm...
To do:
  • Unused scenario for Peach's Castle that was meant for multiplayer. The final version uses a separate level, unlike the other multiplayer courses.
  • Parameter 2 of entrances lets you spawn as other actors. It is a bit glitchy and you can't really control the actor.
  • obj_hatena_switch_red appears to be unused. It has different lighting to the used model.
  • Apparently there is a free-fly debug tool. Find out how to activate it in a retail ROM.

Podstrony

Blank.png
Nieużywany Tekst
Resztki lub pierwotnie wspomniane.

Wybór Poziomu

Super-Mario-64-DS-Map-Select-1.png

The game contains a map select screen that can be reenabled using the Action Replay codes below. It appears upon loading a save file and allows access to every map in the game, including test levels. The ROM's build date is displayed at the top of the screen.

To use the map select, enter Action Replay code 2202???? 00000002, where "????" is the value that matches your version.

Japonia US Europa Demo kiosku US
A07C 9E00 AED8 A098
Japonia Rewizja 1 US Rewizja 1 Korea Chiny
A0B4 A0B8 9EB8 C208

More so, selecting a map that doesn't have a star select screen from the map select menu brings you to a a plain screen with a wooden Bowser emblem. In addition, a Bowser jingle (with laugh included) will play instead of the standard level jingle when loading the Bowser boss maps.

(Source: Skelux)

Build Date

Within the ROM there is a text file called BUILDTIME that contains the following build dates:

US Japonia US Rewizja 1 Japan Rewizja 1
2004-10-15 23:29:24 Administrator 2004-10-25 18:50:33 Administrator 2004-11-05 21:13:01 Administrator 2004-11-09 12:31:12 Administrator
Demo kiosku US Europa Chiny Korea
2004-11-11 11:16:17 Administrator 2005-01-13 08:50:39 Administrator 2007-05-16 11:41:10 yosimoto 2007-05-18 22:30:30 Administrator

Crash Debugger

Crash debugger

This game has a crash debugger triggered similarly to the one in Ocarina of Time. This one is a bit less technical and more informative, but a lot less in-depth.

To access the crash dump screen, crash the game (such as ejecting the game card). After doing so:

  1. Hold L + R + A + Left, then release.
  2. Hold Down + B, then release.
  3. Hold Start + Select.

This screen also exists in Animal Crossing: Wild World and New Super Mario Bros. It was used by the developers to debug crashes and other errors in the game since it helps pinpoint exactly where an issue occurred in the code.

Here's an explanation of some of the info on it:

  • The BUILDTIME text file is printed on the top of the screen.
  • StageNo - Internal name of the stage.
  • PlayerID - The character that was being used at the time.
  • LayerNo - Unknown.
  • RoomNo - Unknown.
  • LoopProc - Which part of the main loop was running at the time of the crash; corresponds to a specific virtual function on the problem actor.
  • ProfName - Identifies which actor type caused the problem. The first number is the type ID (in the above screenshot it is 3, which corresponds to STAGE). The second number is unknown.
  • file-id - Unknown, may be the last file ID that was read from the ROM's file system.

Unused Areas

Test Maps

There are two test levels in the game. Either input the Action Replay codes listed on the Notes page, then hold Select when loading a used save file, or use the map select. The levels don't have proper star select screens, so they just display text from other parts of the game. The names for the unused maps come from the crash debugger/map select and model/directory names, respectively.

Test Map (test_map)

Hmmm...
To do:
Expand on the different functions of the objects/terrain in the levels, including info on which objects appear during which missions.

This is where the real meat is. Lots of stuff used for terrain and object testing, as well as general level testing stuff.

The checkerboard textures from Super Mario Sunshine's debug room make their third appearance here. They must really get around.

There are some tiles in the top-right corner of the map with Japanese characters. Each one exhibits the corresponding ground type's behavior when stepped upon:

  • Top Row - 雪 (Snow), 花 (Flower), 氷 (Ice)
  • Middle Row - 水 (Water), 土 (Soil), 木 (Wood)
  • Bottom Row - 岩 (Rock), 砂 (Sand), 草 (Grass), 無 (Nothing)

Onimasu Test Map (test_map_b)

This level mostly consists of a flat checkerboard plain with a bunch of Tox Boxes trundling around. This map was used for testing them as the name "Onimasu" (オニマス) is the Japanese name for Tox Box.

There is also an icon for the spiked balls from the Bowser battle in the top left corner of the map.

(Źródło‏‎: Parasyte, Mega-Mario)

Original Peach's Room

The red box is the exit.

In the original game, the room containing The Princess' Secret Slide is a small hexagonal room with a sign and three stained-glass windows of Peach. The DS remake replaced this with a much larger room in a separate map with the sign, two stained-glass windows - with the one on the right warping to the slide, doors that allow you to swap characters, and a door going to Peach's Rec Room.

Despite this, the original room is still a part of the castle model, complete with the sign and Secret Slide warp, though most of the textures are incorrect and it doesn't have any collision. The sign has the same settings as the final room.

By removing the warp behind the door in the foyer that goes to the map containing the new room, setting the door so it goes to area 6 (the area the original room is in), and adding collision data, the player can enter it.

In the early room, the setting of the exit that defines the entrance the player returns to after losing a life or getting a star is set to entrance 0x00 - standing on the center of the main castle floor, which is also used when the player exits a level via the pause menu. In the final room, the exit is set to entrance 0x0 - falling down to the center of the main castle floor, which is also used for when you lose a life or get a star in the "? Switch" level. The warp is also smaller in the early room, to fit the smaller window.

Unused Actors

Hmmm...
To do:
There are four unused Tick Tock Clock mechanical objects. Document them and check if they exist in the original game. (source: Fiachra)

Cap Blocks (0x0021 to 0x0023)

The unused cap blocks
Internal Name Object Actor Files
  • CAP_BLOCK_M
  • CAP_BLOCK_W
  • CAP_BLOCK_L
  • 33
  • 34
  • 35
  • 23
  • 24
  • 25
/data/normal_obj/obj_hatena_box/
  • obj_cap_box_m
  • obj_cap_box_w
  • obj_cap_box_l

The game contains three M/L/W blocks that give the corresponding character's cap when hit. These objects work perfectly but are unused in the final game. However, they can be found in the Test Map. They won't release anything unless the character is already unlocked, or the cap object exists in the level via object 254.

Using the following Action Replay code for the appropriate version will cause these blocks to spawn. The USA code replaces trees with them while the European code spawns them near the player.

Block USA Code Europe Code
M Block 1210443A 00000017 021130EC 00000021
L Block 1210443A 00000018 021130EC 00000022
W Block 1210443A 00000019 021130EC 00000022

Rock Triangle (0x00B6)

Hmmm...
To do:
This piece of rock is used under the falling pillars in Jolly Rodger Bay. Can it be seen?
SM64DS-KI HASIRA DAI.png
Internal Name Object Actor Files
  • KI_HASIRA_DAI
  • 182
  • 59
/data/special_obj/ki_hasira/
  • ki_hasira_dai

A rock triangle only solid on top. Yay.

Multiplayer Stairs and Barrier (0x0128 & 0x0129)

Sm64ds dodai hazad.png
Internal Name Object Actor Files
  • MC_DODAI
  • MC_HAZAD
  • 296
  • 297
  • 340
  • 341
/data/special_obj/
  • mc_dodai.bmd
  • mc_hazad.bmd

The multiplayer Peach's Castle features direct reproductions of the stair and barrier objects as part of the level model, therefore the separate objects are unused.

There is an Action Replay code for the USA version here (will appear near you): Multiplayer Stairs: 021130ec 00000128 Multiplayer Barrier: 021130ec 00000129

Fire Ring (0x0141)

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Use the debug menu to debug the crash.
Internal Name Object Actor Files

FIRERING

321

281

Unknown

There is an object called FIRERING that crashes the game. There are no objects that fit this description in either the original or the remake.

This object's actor code is contained in an overlay that isn't loaded via the regular system. Maybe it was meant to be loaded and used as a sub-object by something?

Red Koopa

Internal Name Object Actor Files

NOKONOKO

21

203

/data/enemy/nokonoko/
  • nokonoko_red.bmd
  • shell_red.bmd

(and the standard Koopa animation files)

Sm64ds-red koopa.png

This Koopa shows different behavior than the standard green version. It runs into the player rather than fleeing from them, though it doesn't hurt the player. When knocked out of its shell, it will chase after it. When defeated while shell-less, it gives a blue coin, just like green Koopas.

The shell obtained from knocking a Red Koopa cannot be ridden or picked up. The player can kick it to launch it in one direction; it then continues following a straight line, knocking out enemies in its path, until it crashes into a wall and disappears in a puff of smoke. If Yoshi eats a red shell, he can spit fire, as he could in Super Mario World.

Red Koopa Troopas can be added to a level by changing a Koopa's Parameter1 to 0x0001. They can also be seen with the following Action Replay codes.

Version Code
USA Revision 1
(replaces trees with Red Koopas)
1210443A 000000CB
Europe
(will appear near you)
021130EC 00000215
Europe
(makes a red shell appear near you)
021130EC 00000254

(Source: http://Kuribo64.net)

Unused Actor Parameters

  • Tox Boxes are able to follow regular paths, and that's what they do in the second test map (Onimasu Test Map). However, in Shifting Sand Land, the only used level where they appear, this ability isn't used; they follow hardcoded paths instead.
  • If the Power Flower object has Parameter1 set to 1, it acts like the Wing. At some point in development, the Wing Cap may have been obtained from a Power Flower instead of causing Mario to float.

Unused Actor Behaviors

Hmmm...
To do:
  • The link for the source is dead. Update it with a new source or upload the unused actors behavior and Princess Peach unused animations via video/gif on here.
  • Some enemies have a behavior for touching the character when they are huge, even if you cannot become huge in that level. Sometimes it is just how they react to metal characters, but sometimes they have unique behavior for the powerup (mostly just being destroyed).
    • Princess Peach, as she appears in the ending, has a behavior for being talked to; you can do this by placing Peach in a map with a level editor and going up to her and pressing A or B. When talked to she goes into her default pose of standing completely still and upright, which looks quite awkward, and says the same lines Bowser says at the start of the final boss battle. This does not necessarily mean that you could have talked to Peach at some point in development; the behavior could just have been put there for some technical reason. Peach also has animations for running, being idle, and jumping, possibly indicating a scrapped playable role.
    • The Ice Block, Pushable Block, CCM Ski Lift, and CCM Ice Sheet can be smashed by players in giant form. The CCM Ski Lift breaks up into Brick Block shards, like the Rolling Log object (and Brick Block) does, but the Ice Block and Pushable Block have their own unique shards. The CCM Ice Sheet has to be ground-pounded and smashes the same way as when Wario ground pounds it, which is the used scenario.
    (Source: Nickolox)

    Unused Entrances

    Hmmm...
    To do:
    rewrite this, adding images and listing which stages do/don't have the unused entrances

    Most levels have four entrances grouped around their starting point, out of which only one entrance is used for single-player levels, leaving the other three unused. The exceptions are the character painting levels and the Play Room, which suggests that they were created late in development.

    Early footage saw multiple players in Bob-omb Battlefield.

    The presence of the unused entrances indicates that the full 4-player mode was scrapped after most of the levels were already made, which is actually not that early in the game's development cycle. Since Super Mario 64 DS was one of the console's launch titles, it is quite probable that the cooperative mode was scrapped due to lack of time to finish it. Or simply due to technical constraints; note that Super Mario 64 DS is one of the rare games that includes Download Play but not multi-card play.

    In the final game, it was replaced by a competitive game limited to scaled-down versions of four small courses.

    It's worth noting that a full-game multiplayer mode was, according to some interviews, planned for the original Nintendo 64 game (and its canceled 64DD expansion), using the split-screen variation. It appears that they originally intended to revive the concept in this remake.

    Unused Graphics

    Goomba Low-Model

    SM64DS-kuribo low model.png

    An unused low-polygon model for a Goomba. It's possible that the game was meant to switch out the normal model with this one at a certain distance from the camera, as is common in many 3D games, but the low draw distance for objects rendered it useless. Although coins do use a low-model when viewed from a distance, this may be because there are often many on-screen at once.

    Unused Star Select Screen

    Super-Mario-64-DS-Map-Select-2.png

    An unused, rather simple Bowser-themed variant for the star select screen. Used in the unused map select.

    Battle Fort Painting

    Its filename (for_vs_cross.bmd) implies that it was made for the Battle Fort level. It goes unused since the only entrances to the Battle Fort are a hole in the Courtyard and through VS Mode (which uses a generic sky painting). The painting object can be set to display this graphic.

    It appears to depict an early design of the course, most notably the sides are multicolored and there are no squares on each edge.

    5 Star Door

    5+5=10

    Star graphics for a door that would require five Stars to unlock...except the door object has no such variation.

    Powerup Item

    P Balloon?

    File Texture inside nsbmd
    /data/normal_obj/
    • obj_powerup_item.nsbmd
    • obj_powerup_kari (object_powerup_temporary)

    The name for the Power Flower actor is obj_powerup_item, so it is likely that this was a placeholder graphic for the Power Flower.

    Coincentration Graphics

    SM64DS-Coincentration spriteset-Unused Graphics.png SM64DS-Coincentration spriteset-Unused Graphics 2.png

    The sprite set from the minigame Coincentration contains some Mario and Luigi sprites from Super Mario Advance 4 which obviously aren't used in the final game. There's also an unused "defeated" Wario frame, which presumably would have been used before he falls on his back.

    (Źródło‏‎: Ragey)

    Hidden Graphics

    Hmmm...
    To do:
    Is this an oddity, or do they need to be this shape to achieve the shimmering effect?

    SM64DS-File Select water polygon hidden part.png

    The left and right edges of the shape used for the shimmering water of the file select screen are spiky, but the edges are always offscreen so they can't be seen.

    (Source: Original TCRF research)

    Naming Oddities

    VS Painting Room

    Mario64ds-E3startroom.jpg

    The model data for the room where the Yoshis jump into a painting in Vs. mode is named e3_start_map_r00.bmd. E3 likely refers to the event of the same name; presumably, the room was originally created for the demo version shown at E3, and then kept around and reused in the final version.

    8-Star Door

    The only Star door in the DS game which does not also exist in the original N64 version is the 8-Star one that leads to the Mario painting. Its graphics file is obj_door0_star10, indicating that this door went through some adjustments during development.

    Coincentration

    The "Coincentration" minigame's internal name is "wrecking_crew", a reference to the NES game.

    Level Oddities

    Multiplayer Castle's Outdoor Garden

    It is actually possible to go on top of the roof without glitches (by using Yoshi's flutter ability namely), and there it's possible to notice a few differences from the main game's map:

    • The towers and hills have a different kind of coding which makes them way more slippery (the towers especially), making it hard to get on the roof.
    • The central tower lacks collision, so does the extension of the roof where Peach's stained glass is. The roof's collision also doesn't match the model, namely the area adjacent to the hill.
    • The castle's back, which normally is entirely modeled, is missing here.
    • The boxes, fences, and 1-ups are missing.

    Unseen Chunk

    SM64DS-Unusedpoly.png

    There's a weird grey chunk floating just outside the entrance to the Big Boo Battle room. It is made from three triangles and serves no purpose. There's no collision mapped where it's positioned. The developers probably left this in as a mistake.

    Strange Hitboxes

    Elementary, my dear Cactus.
    This needs some investigation.
    Discuss ideas and findings on the talk page.
    SM64DS-Hitbox 4.png

    While these are technically used, in Tall Tall Mountain and possibly more levels, many of these strange invisible hitboxes are hidden out of bounds on the map. They can only be interacted with if you have the Super Mushroom, and show a number when standing in them. If you kill an enemy before touching one of them, the number above your head will increase, otherwise, it will just show the number 1. They play a "box breaking" sound when hit. They cannot be found in the level files meaning they are most likely hard-coded into the game. It is important to note that these are not duplicates of the secrets as they function differently (for example, secrets can be hit regardless of whether you have a mushroom or not, and the number they show isn't based on the number of enemies you hit).

    Pre-Render Oddities

    Castle's Outdoor Garden

    Mario64ds-TSrender.png
    Mario64ds-TSInGame.png

    This render uses a different skybox (which turns out to be based on the N64 version of the desert background), and lacks both of the towers' flags, the sign, and fence near the flower bed, the two trees near the sandy slope on the left, as well as the sandy slope itself(!). The central tower also appears to be much shorter, and the surrounding hills on the left much higher.

    There is also a black square on the right castle wall which can be seen in pre-release footage to be an alcove containing a cannon hole.

    Castle's Outdoor Garden

    Mario64ds-POGrender.png
    Mario64ds-POGInGame.png

    While the render itself is accurate aside from missing the trees, it's the way the texture is used in-game that is quite an oddity. Indeed it shows the lake being on the right while the little clearing is on the left, which is due to the texture being accidentally flipped in-game.

    Castle's Courtyard

    Mario64ds-CCrender.png
    Mario64ds-CCInGame.png

    Here the trees and signs are missing... that's pretty much it really.

    Bob-omb Battlefield

    Mario64ds-BoBrender.png
    Mario64ds-BoBInGame.png

    This render uses a different skybox, which looks overcast as opposed to clear and sunny. The floating island is also missing, so does the bridge leading to the higher part of the mountain (though it could actually be there, the compression got in the way).

    Whomp's Fortress

    Mario64ds-WsFrender.png
    Mario64ds-WsFInGame.png

    While this render keeps the original N64 render's orthographic view, this one did add the two floating islands which used to be missing... except their position still isn't accurate.

    Tall Tall Mountain

    Mario64ds-TTMrender.png
    Mario64ds-TTMInGame.png

    Much like in the original N64 render, there are additional mushrooms that do not exist in-game. The skybox is also different, lacking the far-away islands and having different cloud formations. The portal to the mountain's slide also appears completely white, as opposed to being hidden as a regular wall.

    Sunshine Isles

    Mario64ds-SIrender.png
    Mario64ds-SIInGame.png

    Once again the skybox is entirely different, alongside the small isles being closer to the larger central one.

    Rec Room

    Mario64ds-RRrender.png
    Mario64ds-RRInGame.png

    This texture of the floor is different, namely missing its purple spots. A few stars were also moved here and there, and some are colored differently.

    Loves Me...?

    Mario64ds-LMrender.png
    Mario64ds-LMInGame.png

    This render is missing both the trees, sign, and the fences (a piece of the fence still remains near the flower bed, though).

    Regional Differences

    International Japan Korea China
    Earlier in the day. Thick letters. Blame Luigi for the lack of minigames. 是我,马力欧!

    The Japanese logo features metal around the text and a more emphasized "DS" with a black outline around the letters. The Korean logo has slightly darker colors. The logo used in international versions is closer to the original design of the Super Mario 64 logo, with wood around the letters and gold around the "64". The "DS" is also less emphasized. Strangely, the word "Super" is all cyan rather than multicolored. The background gradient was also changed to match this cyan, whereas the Japanese version uses a deeper blue that matches the bottom screen colors. The Chinese version breaks tradition by rendering the majority of the title in Chinese, rather than using a subtitle. The Korean version lacks a Rec Room, as seen in the image above. Strangely enough, while the Korean logo is based on the Japanese logo, the background on the bottom screen is the same as the international version.

    (Source: http://www.themushroomkingdom.net/)

    Korean Version

    Hmmm...
    To do:
    Look into exact ROM data changes.
    • In Korea, there are very strict anti-gambling laws that assign any game with some form of interactive gambling content an "Adults Only" rating. Possibly to avoid this, the Rec Room and all of its associated mini-games were removed in the Korean version of Super Mario 64 DS. This also means that the bunnies that give out keys that unlock mini-games when captured and the Toad that appears in the Rec Room inside Peach's Castle are missing.
    • The Korean version lacks a backlight setting.
    • There is a new object on top of the castle: a ! Block that gives unlimited extra lives when hit from below and acts like a normal solid object when hit from above or from the side. The ? Block was moved to make room.
      • The upper lives limit was changed from 99 to 100.
    (unlimited lives ! block: http://blog.naver.com/k9y7h2/120124962785)

    Revisional Differences

    Hmmm...
    To do:
    • There's more, this is just a start. source
    • Add a glitches exclusive to USA Revision 1.

    US Revision 1

    The following bugs/mistakes were fixed in this version:

    • There are various bugs related to Yoshi's eating ability. Generally, if Yoshi or an object changes state while he's eating (e.g. a Power Flower disappears, or Yoshi takes damage), the game can glitch in various ways or freeze entirely.
      • In Tall Tall Mountain, when Yoshi licks and eats a character transformation hat while Ukiki is jumping in the air, the game will freeze just before Yoshi finishes his transformation process.
    • If the player collects or eats a transformation hat and their animation state changes (e.g. by collecting a Power Flower or grabbing hold of a ledge), then the transformation hat will remain stuck to the character's feet until another hat is collected or the player leaves the course.
    • In Shifting Sand Land, if the player is wearing a transformation hat and lets Klepto bump into them while they are standing still and holding an item, the game will freeze.
    • In Bob-omb Battlefield and Tiny-Huge Island, the Koopa Troopa and small Koopa Troopa (respectively) lack the ability to climb some steep surfaces, and will just walk in place.
    • In Whomp's Fortress, if you grab the Super Mushroom, warp to the top of the fortress, make your way to the wooden plank and run up to the side of it, you'll get a constant stream of extra lives.
    • In Dire Dire Docks, when the submarine is present, you can jump under one of the back fins and immediately ground pound to be pushed through the water surface, allowing you to walk underwater.

    Europe

    The European version inadvertently presents some new bugs.

    • In Star 5 of Snowman's Land, "Snowman's Silver Stars", entering and exiting the igloo after collecting all five Silver Stars will cause them to respawn. Collecting one will cause everything but Mario to freeze (or cause the game to freeze if you're riding on a Koopa shell).
    • A glitch was introduced that allows you to carry Stars by jumping on a Goomba and eating a Star as Yoshi. They have basic physics when spat out, sliding along the ground.
    • One form of the Yoshi tongue glitch is possible in Jolly Roger Bay by licking up a cap and getting squashed by a pillar before the cap goes into Yoshi's mouth.

    Korea

    The Korean version fixes the game freeze part of the Silver Star glitch, but the rest of the glitch still occurs.

    (Source: Original TCRF research)